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Author Topic: A varied list of suggestions  (Read 610 times)

SilverSynch

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A varied list of suggestions
« on: January 06, 2017, 12:42:28 am »

Just off the top of my head.

Changing how Fortress Mode gives you dwarfs

  • Instead of selecting a home civilization in the world map, you now select a town or city belonging to a civilization in the embark details.
  • Attempting to embark would no longer randomly generate dwarves for you (or randomly pick them, if that's how it works).
  • Instead, you would have seven slots for potential dwarves.
  • A new menu would exist to search your selected starting town for dwarves, with filters for finding dwarves with specific skills and attributes. You should be able to study their thoughts screen before selecting them. A dwarf should have embark costs depending on their skills (but due to how many skills worldgenned dwarves have it would be less than how it is now) so you can't pick legendary dwarves for your starting crew under normal embark points.
  • You must fill at least one slot with a dwarf, but you can select less than seven. If there no available units that are citizens of that town there, you must select another one. If the game detects no available units at all, fort mode is locked off.
  • You cannot select starter dwarves from multiple towns.
  • You can select species other than dwarves for your starting 7 if they are citizens of that town.
  • If you select play now, do as we've always done, but modified to line up more with the above.
  • The first two migrant waves should no longer forcefully generate migrants if it needs to. If the civilization is dead, that's it.
  • Migrant waves should eventually actually be moving groups in the world.
  • Splitting migrant waves into two types: Town mandated, and Civilization mandated.
  • When a migrant wave is about to be spawned, a menu appears with information on the upcoming wave, such as the professions of the units and their species. This should contain an option to allow or deny the whole wave into your fortress.
  • Town mandated waves that are denied should eventually give you bad reputation with the town. Likewise for Civilization.
  • Civilization mandated waves cannot be made while the current civilization leader is dead, same with towns.
  • Eventually, refugee waves. Instead of from a town, the units come from a civilization's specific civilians, those escaping destruction or capture of their towns, and can come from civilizations outside of yours, more likely if it's a friendly one, but sometimes those from enemy civilizations will try to join you. Denying them entry has no downside.
  • You should, using artifact expedition squad code, be able to send out an request for a migrant wave to a town or the mountainhome, or confirm the fortress's living status.
  • Only allow towns from civs that are playable to be selected.
Bringing Fortress Mode vision in line with Adventure mode
  • Bring adventure mode lighting to fortress mode. The number of ticks per day may have to be adjusted to adventure mode levels, if needed.
  • Bring adventure mode vision to fortress mode. You, the observer, have prefect memory and will always remember the last known status of a tile, but you can only see them updated when a fort civilian can see there, with respect to their current vision capabilities. Doing this for hearing as well can be useful.
  • You are still immediately given the status of all above-ground tiles on embark.
  • An option should be available to turn off lighting color adjustments to tiles, with respect to tiles out of sight, which remain greyed always.
  • Units you saw before but can no longer see should be have their status listed as "Unknown, [last known status]".
  • Units should only react to other creatures they can see, i.e. no forgotten beasts immediately bee-lining for the fort, but also no dwarves freaking out over birds at the top of the fort map.
  • Stocks should use last known status for it's list.
  • Alerts should consider vision, so we don't hear about the badgers fighting at the corner of the map.
  • Redo stealth so it is more in-line with how adventure mode stealth works.
Changing how civilizations are made
  • In the beginning of the world, a species should have a specific location to originate from, the starting units should be placed in the general area with no starting towns or civs. If need be, these groups can be split across the map.
  • "Loose" units with no civilization that are friendly with each other should consider creating a town location.
  • "Loose" units with no civilization that are friendly with a town should consider becoming a civilian.
  • "Loose" towns with no civilization that are friendly with each other should consider creating a civilization to be associated with, selecting a town to become the capital. A single town may also attempt to do this, rarely.
  • If a capital is lost, they should select a new one if they consider the old one unrecoverable.
  • Relations with the capital should be considered part but not the entirety of the relation with the civilization.
  • Civilizations should be considered to be dead if there is no town currently associated with them.
  • Towns that are friendly with each other more than their civilization should consider splitting off into a new civilization.
  • Occasionally new towns that are created from a civilization's migrants will end up being "loose".
  • "Loose" towns should consider entering a civilization nearby if friendly, but not often.
  • Civilizations should, if friendly and very alike, consider merging. The relations should be averaged. A new civ is created, and the old ones are considered dead, so a town could possibly revive it while the merged one still exists.
  • A town or towns with a history of a no longer alive civilization should consider splitting off to revive it, if they were more friendly with the dead one than their current one, but should rarely do so if they have good relations with their current civ. If the original capital is not among them they should immediately choose a new one.
  • A town or towns that are more friendly with a nearby civilization than their current one should consider switching to it. They should consider this before considering splitting off.
  • The relationships between towns, a civilization and a town, and the opposite should be considered accordingly, i.e. a town that goes traitor or attempts to revive an enemy civ should no longer have good relations with it's original civ.
  • Conquering replaces a town's civ.
  • A town should consider being conquered peacefully if it is a better option than fighting or staying with their current civ.
  • Refugees from destroyed locations, or conquered locations (if they don't agree with the new civ), should leave the site, then consider grouping up and entering available towns in a wave, or, if too many options are horrible or too far away, make a "loose" town.
  • Groups making towns should attempt to go a fair ways away from existing non-resourceful locations before making it, respecting favorable climates and resourceful locations whenever possible. Eventually, make towns be created for specific purposes other than holding civilians (like mining metals), and make them consider placing accordingly.
  • Consider the location and problems with living in it, or problems with trade, for towns so they can go to ruin without a civ intervening.
  • Make changing of your civ available to fortress mode, so we can leave our original civ, change it, create one, etc.
  • Make fortresses count in town friendliness, so we can send an envoy to try and get them to come with us when leaving or creating a civ.
  • Eventually make relationships and triggers for things like civs merging consider historical figures interacting (like a marriage to merge monarch bloodlines), on top of stuff like good trading.
A bit of Myth suggestions
  • Gods should occasionally attempt to make a modified version (if they normally cannot make their own) or poorly made clone (if they can) of a rival god's created species.
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